Pirate Kings is the new “Candy Crush” game for Facebook, and for Android, iPhone, iOS, and iPad devices. It is a multi-player game in which you play against your friends to ransack and overtake their islands and treasure. Is sounds simple enough, but the game does not make it that easy for you. So to help you out with your pirate gaming endeavors, here are some tips and tricks to help you earn the most coins and spins to keep creating your own islands and discovering new ones.

Pirate Kings is all about stealing from other pirates, attack their islands, and build your own. That’s no surprise, though, as that’s what being a pirate is all about. But be careful, because just as you are able to attack other pirates, other pirates can always counter-attack.

Pirate Kings is also known for the great wheel, in which you spin to earn more coins and spins to build your own island and conquer new ones. Spin and watch as its circular, pirate-y awesomeness goes round and round. It can be addicting, though in the hopes of winning more spins and cash.

A great tool to download is the Pirate Kings hack tool. Downloading this tool will allow you to rack up tons of free cash and spins to help keep you going on your journey. It’s simple to download the tool. Just follow these steps, and you’ll be on your way to earning more spins and cash so you can conquer your enemies.

It’s easy to begin your hacking mission, start and run the “Pirate Kings Trainer”. If you are using either your Android or iOS device, first connect it to your computer using USB. Then, you will choose either Android or iOS as your game medium, then click on “Detect Device”.

If you are playing via Facebook, then choose “Facebook” as the platform, and then click on the “Connect” button.

Then wait until the trainer recognizes your device or your account and check for your Pirate Kings data.

Enter the value of the cash and spins you want to acquire,

Click “Start Hacking” to begin creating your game.

Wait for the trainer to finish applying your cheats.

Now, open your Pirate Kings game and you will be able to see your added spins and cash. It’s that easy!

Pirate Kings is comparable by some to “Candy Crush”. It is a very addictive game in which you seek more, more, more! But with Pirate Kings, you experience a 3D world in which you build your own pirate empire and conquer your enemies to keep your empire growing and succeeding. Your ultimate goal is to be the winner by attacking your opponents and collecting their bounty.

So there you have it, a simple way to download the necessary tool to help you be the best pirate ever. Because after all, isn’t being a pirate about conquering other pirates and taking off with their gold and other treasure? So get out there and conquer your pirate enemies!

Introduction

Elements of Magic is an add on supplement to the standard way of dealing with magic in the D20 system. Instead of memorizing spells, casters draws upon a pool of Magic Points (MP) to power their spells. Spells can be cast on the fly and are assembled from lists of different spell traits (spell lists). While such a system is obviously very different from the usual method of dealing with magic, it is completely modular and can be added into an existing D20 campaign with little difficulty. Elements of Magic is the first in a set of two volumes detailing this system. The second volume, Lyceian Arcana, will contain additional rules and information including spells and world building guidelines.

Layout

Elements of Magic begins with a short introduction before immediately launching into new classes, skills, and feats (Chapter 1). While this layout may be useful for quick reference purposes, it can be a bit disorienting to the first time reader. As the actual rules that the classes, skills, and feats are based on are contained in later chapters, the first time reader might find themselves having to skip the first chapter, as they will not understand much of what is being said until reading the later chapters.

After classes comes the meat of the system. Chapter 2 deals with the actual rules and frameworks that make up the system while chapter 3 contains detailed information concerning the actual spell lists and magical skills used in the system. Finally, chapter 4 deals with item creation.

Overview

Elements of Magic (EoM) describes a system in which casters draw upon a pool of Magic Points (MP) to power their spells. While an EoM caster does need to meditate for an hour a day, they do not actually have to memorize specific spells. Instead, casters create spells on the fly from specific spell lists that they know. A spell list can be defined as a type of spell that consists of an action type and a target or effect category. For instance, “Evoke Fire” is a spell list that describes all the things you can do that involve evoking (or calling forth) fire. (You can think of spell lists as templates that are applied to your spells.) The type of spell that is actually cast depends on the amount of magic points that are put into that spell list. You can also, using magic points, purchase enhancements to your spells.

To illustrate this mechanic, consider again the Evoke Fire spell list. Spells cast using the Evoke Fire spell list have five different levels of extra, add on enhancements. Each level of enhancement costs a certain extra amount of Magic Points to use. If one wanted their fire spells to be able to catch things on fire, they might spend another few magic points to add the Moderate enhancement to their fire spell. Additionally, all Evoke Fire spells have the ability to increase their damage output by spending an extra Magic Point per 1d6 damage. For instance, one could choose to cast an Evoke Fire 6 spell (Evoke Fire spell list with 6 magic points put into it) to do 4d6 damage (3 Magic Points – the first 1d6 is free) and to be able to set such materials as logs and creatures on fire.

This system is very well thought out and provides an easy method for spell creation. A player or DM only needs to select the various spell lists that they want to include, select the enhancements that they want to add to those lists, and calculate the total cost in Magic Points. The final spell is a combination of the effects described in the individual spell lists. (Again, it may be easier to think of spell lists as different templates that are applied to the spell).

Break Down

Chapter one covers three basic classes to be used with Elements of Magic – The Mage (standard caster), Mageknight (combination caster/fighting type) and Taskmage (caster focusing on skills). All in all nothing special*. Also included in this chapter is a list of feats usable with this system. Many of the feats are variations on feats in the PHB (item creation and metamagic feats), while others (called Mage feats) are new to the system.

Chapter two covers the actual magic system itself. A brief description of the mechanics in this chapter follows.
All casters have an added statistic called Spellcaster level. This is similar to a warriors base attack bonus. An interesting benefit of using a Spellcaster bonus reveals itself when multiclassing. For instance, if a sixth level Mageknight (4 1/2 spellcaster level) were to multiclass and take two levels of Taskmage (1 1/2 spellcaster level) the total spellcaster level of that character would equal 6. As all Magic Points/casting ability is measured in terms of spellcaster level, it provides an easy way in which to keep track of classes with different spellcasting ability.

Another interesting feature is Magical Traditions. Magical Traditions allow the DM to create custom spell casting types based on such things as language, religion, or any other factor in the DM’s campaign world. These traditions include availability, thematic elements, specific spell lists, and other miscellaneous information specific to that tradition. Given the flexibility of the system it is very easy for the DM to add in his own custom elements into his campaign world.

While all this customizability is great, Elements of Magic also includes safeguards to keep the system balanced and smooth. For starters, all spells cast on the fly using spell lists take two rounds to cast. The caster is, in effect, sacrificing casting time for versatility. This was added in part to make sure that casters using this rule system won’t bog down the gameplay while they calculate all of their spells effects. For those who feel that two rounds is far too long for the average spell, Elements of Magic introduces Signature Spells. A Signature Spell is a spell that has all of its variables, spell lists, and effects set ahead of time. Casting a Signature Spell takes only a standard action. These spells represent a casters “favorite” spells – ones he uses most often. While there is a limit to how many signature spells a caster can have at any given time (based on caster level), a caster can choose a new set of signature spells at the beginning of every day. These spells can still be cast spontaneously as long as the caster has the required amount of Magic Points left.

Sand-Ins Printable Figures – Modern & Superheroes Set #1 It is to see some sets of paper figures come out for the modern and superhero games. These are paper stand ups that once can print from their own computer to use in place of miniatures for a more tactical combat experience in their role playing games. This product is very much like the other by Interactive Design Adventures. They also have a fantasy set and a sci-fi set of paper stand ins. This product is about the art. The artists are Jacob E Blackmon and Marcum Curlee. These guys present about three hundred and fifty different figures in this book. Most are black and white, but there is some color ones as well. The art is good and there are many, many different figures. There are gangsters, cowboys, school kids, as well as many super heroes of many types and sizes. There are a few heroes that are presented at different sizes so they can be shown shrinking down or growing in size. The color ones are nice and well done. There is a good mix of heroes and more general type figures like cultists, school kids, and soldiers. All of the color ones except a large gorilla are of the standard human size. I like the art and I like the look of these figures. The books come to one is a twenty five meg zip file. Inside there are three different pdfs.

The first is the cover which is a little under three megs in size. The second is the pdf of all the black and white stand ins and that files is a bit over seventeen megs in size. The final pdf is all the color figures and it is over five megs in size. The pdf does cost twelve dollars to get and one has to print these out which can cost a bit more for some people. It is nice that one can print out multiple copies of each one and select individual pages to print. But it can add up in costs. One problem I do have with this is the generic superheroes.

Each is named and I think it’s a little tougher to have a generic super powered person then say a generic troll. I would have preferred if they just had pictures of many of the standard super hero types and left the name blank for people to use for their own player characters and non player characters. Obviously it is not that big of deal to cross out one name and rename a figure if that is what someone needs to do. Another small problem I have is one of the characters named Copy Cat has six figures of her. Each one is in a different pose, but I still don’t see the need for six figures of this same super powered woman. Overall this is a nice product for people who have need for these types of figures. The art is good, there is a wide range of figures in the genres, and it has the facilities to print out thousands of these stand ups.

Brotherhood of the Spider is part of the Devil’s Workshop Lost Classes PDF line of single prestige classes. This particular class was penned by Brian-Joseph Baker. The PDF has three pages of usable game material (with any other pages taken by the OGL), with a single illustration by Jason Walton.

The art and design of the document is good. It’s slick-looking. Unfortunately, while they’re nice, gamers aren’t paying for looks.

Despite an attempt (like other Lost Classes) to mimic a superhero icon (this time Spiderman), the whole of this class is very poorly written. The fact that it doesn’t really follow the Player’s Handbook structure of other classes in the Lost Classes series is actually irrelevant. Official prestige classes don’t follow that structure either.
Firstly, the history is not just crafted poorly, it’s unbelievable, hinging on the fact that a male drow dissident (to the Church of Lolth) is banished from a drow city. Drow priestesses don’t banish those who question their authority; they kill such persons…gruesomely. This history also relies upon Wizards of the Coast’s intellectual property, such as the Underdark, the structure of drow society, and a clear OGL violation–the use of Lolth.

The class itself has requirements that seem to have been given little thought, most of which seem to have no bearing on the class’s abilities and no relevance to the aforementioned history. Brotherhood of the Spidereven goes so far as to require very high Strength and Dexterity scores along with a minimum level in fighter. The ability requirement is poor craft, but the level requirement is simply a prestige class design no-no. Considering this latter 5-level requirement, the skill requirements insure that very few characters will ever be able to take this class without serious multiclassing (the easiest of which is about 7 levels of monk). Of course, all members of the Brotherhood must be drow, but not necessarily male.

If this weren’t bad enough, the class abilities of the Botherhood lack professional development as well. In five levels, a brother gets +2 to Str, +2 to Dex (no bonus type indicated for either), ability to climb (20 ft. climb move), shoot webbing (very powerful webbing), to jump 50 ft. (Jump DC 15), a danger sense (immune to sneak attacks, Spot DC 10 to pinpoint danger), and a poison bite (static DC, low damage). The only limitations on any of these abilities are a couple of skill checks indicated above.

Finally, more crippling to Brotherhood of the Spider is its price. Even I, a champion of the incredible entertainment value roleplaying games and supplements provide for their prices, cannot see paying a dollar each for prestige classes. EN Publishing’s Librum Equitis Compiled contains 50 classes. Would you pay $50.00 for it?